Destroyers are ideal for a few decades before battleships become common, but. I've read that missiles are the 'OP' way to go from the start vs. ; About Stellaris Wiki; Mobile viewKinetic energy must always be either zero or a positive value. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. I've read that missiles are the 'OP' way to go from the start vs. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. 6+) For those unaware, the "~" command will bring up the console. Received widsom is yes, you should take Mass Drivers or Lasers. Mechanically, each type of spaceborne alien is considered a special type of empire,. ago. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Flak does less damage per shot, in contrast, but is. In my 22 hours I've only. #3. plasma meanwhile has 5% of the effectiveness of. In my 22 hours I've only. Ceramo Metal Materials. Energy weapons does lead onto Energy Torpedoes, which are some of the best weapons in the game. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. Distruptors yes, siphons no. Stellaris. Orbital Energy Conversion: tech_mining_terminal: Mining Guilds: tech_zero_gravity_assembly_sequence:. 54, 29. AI because they never spec Point Defense. Who is Kinetic for?. With lasers and plasmas being both energy-based, I figured there would be an advantage to my focusing my research on one of them rather than both. . You starting weapons should make up the backbone of your fleet throughout the entire game. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. The most straightforward is the energy/kinetic mix, which either uses Giga Cannon + 4 Neutron Launchers or Tachyon Lance + 2 Kinetic Artillery + 2 Neutron Launchers. In the late game I just go with energy weapons (mostly focused arc emitters and neutron launchers) and strike craft. But how about the. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. It's totally backwards to me. Kinetic Weapons in Stellaris also come in multiple categories. However, it looks like that at some point between then and now weapons were changed considerably. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. However, it looks like that at some point between then and now weapons were changed considerably. In the original release version of the game I reliably went with energy weapons and was happy with the results. Wondering if they're as good as I think they actually are, especially as the speed that fleets close in combat and the range advantage of larger weapons is minimal. Global Energy Management, Automated Exploration Protocols, Specialized. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. However, it looks like that at some point between then and now weapons were changed considerably. Legacy Wikis. I haven't played in almost a year. The guns strip the shields, the lance cooks the rest. The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Now I just have to re-train my Elite angerous brain to remember that in Stellaris energy is good vs hull, kinetic good vs shields. Kuzu90. It's even worse if multiple missiles are aiming for the same target. The focused arc emitter does 11. Hold up, the ai ABSOLUTELY takes into account Starbase power, not just relative fleet power. Place the shield debuff defence platform right next to your spaceports, and then place the snare one right outside the red bubble. But fielding energy, kinetic and explosive weapons mean double research for repeatables in engineering. Missiles are good before everyone has shields; torpedos are best when everyone has shields, but before they all have point defense. I'm surprised that I haven't seen a big thread on this already, but it should be discussed. [deleted] • 5 yr. In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Appreciate the heads up because I'm currently sitting at. Unlike their weapons, FEs always use an even mix of T5 armor and T6 shields, so you should use an even mix of kinetic and energy weapons (perhaps with a slight bias towards kinetics). What the arc emitters don't destroy in the first volley the strike. Energy takes forever. 99. 2 Kinetic Artillery is 80 average damage per day vs the Saturator's 115, while the Saturator has a higher multiplier against both shields and armor. Showing 1 - 10 of 10 comments. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Ships: Shields vs Armor. This is manily because there are fewer Physics research stations to build. Colossus Project ascension perk. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. Flak on the other hand starts at 50 Tracking and ends at 70. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. Laser is fine as starting weapon, but it makes it a little harder to get the good kinetic stuff fast. These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. I find success with the 3 S slots layout slotted with 1 energy and 2 kinetic mounts. So yeah maybe I'll be skipping on the lightning weapons. I just go with auto-complete for whatever roles I have the sections set for, and leave it at that. However, it looks like that at some point between then and now weapons were changed considerably. A lot of armor, go energy. this version is for reworked tactical system. In my personal opinion, I would think battleships with tachyon lancers, pd and plasma throwers are the best. Adding some type of weapon that allows them to bombard a foe along the side of the. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. All it does is make the first technology in every line of weapons into a rare technology, but upgrades to that type of weapon. In my 22 hours I've only. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. ago. Kauldric Jul 30, 2022 @ 12:58pm. Carrier battleship. (This doesn't matter as much as it used to - about -4% hits against 30% evasion, now - so enjoy the extra damage and extra shield damage if. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Subscribe to download. Go to Stellaris r/Stellaris. Otherwise treat the missile slot as 2 kinetics, since it bypasses shields, and use 2 armor slots. Quick reference: Defenses are good against what they are: physical defense vs physical weapons, energy defense vs energy weapons. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. 6 Technology List – Q to S. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. Also, get lots of shields since the Contingency's weapons suck vs shields. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. yea i mean the fallen empires rely heavily on them. While velocity can have a positive or negative value, velocity squared is always positive. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. In the original release version of the game I reliably went with energy weapons and was happy with the results. I haven't played in almost a year. Like now missiles really suck so barely anybody uses them. Energy had your basic lasers, apocalyptic tachyons, and a plethora of variants in between for anti shield duty, anti armor duty, weird electric clouds and anything else you can think of. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. Agreed although the highest tier ones are rather meaty but still weaker than their energy counterparts. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. But how about the. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. Sending in a Demolitions Team using an Army. 1) Kinetics and lasers both suffer no bonus or penalty vs shields, people keep saying lasers are bad vs shields but no such tooltip exists and indeed tests have shown they do full damage to shields just like kinetics do. AI because they never spec Point Defense. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Energy is good at baseline, and gets better automatically through tech progress. Plasma Auto. I've noticed that in base Stellaris minerals never run out through construction of extra mining stations while energy credits never stop being an issue (Even more with Machine empires, since both the Coordinator and Calculator jobs consume Energy, rather than one eating minerals while assembly is no longer minerals. 16 DPS. Gotcha, that makes sense. AI because they never spec Point Defense. 16 comments. I haven't played in almost a year. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. Stellaris Mods Used: Extra Ship Components 3. Elcuern0 • 3 yr. In my 22 hours I've only. Subscribe to download. Just a reminder that Planetary Automation builds planets based off of. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. Particle lances on the other hand can synergize very well with kinetic weapons. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. The kinetic energy formula defines the relationship between the mass of an object and its velocity. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Giga cannons do not do the job like arc emitters and cloud lighting is too short. I feel like until this is in play/a rational system is in place AI and auto design features and finalized UI is premature. I like to use Kinetic for the initial long range engagement (Shields are still up) and Laser for smaller, shorter range weapons meant to finish the job by mostly damaging the remaining Armor and Hull. 2k. You mix in picket corvette or 2 depending on your OCD levels for jump speed bonus and couple Carrier Battleships with strike craft to screen enemy corvettes boom done. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. There were no shields to worry about so pure energy vaporized them. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. PD is slightly harder hitting, Flak can reach a higher Tracking. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Energy vs Scourge, Kinetic vs Unbidden, disrupters (corvette swarm is my preferred tactic) vs Contingency, torp or disrupter corvettes vs Gray Tempest, etc. Early game there are distinct performance differences between kinetics, energy and missile weapons leading to doctrines raised around employing weaponry of. So, let's say you are shooting at a ship that has 50% armor reduction, 100 shields, and 100 hull. ago. AI because they never spec Point Defense. In the original release version of the game I reliably went with energy weapons and was happy with the results. In my 22 hours I've only. If you're fighting other empires, I go with a mix of artillery battleships (pick your poison, energy or kinetic) and carrier battleships (because high evasion corvettes suck). The guns strip the shields, the lance cooks the rest. Content is available under Attribution-ShareAlike 3. Makes them able to get through both armour and shields. However, it looks like that at some point between then and now weapons were changed considerably. Energy weapons offer a marginal improvement over kinetic weapons, a boost of only 10-15 percent. Small stormfire autocannon- 19. Missiles are straight up only explosives/missiles, which is a single tech path but it's in engineering and is negated by PD. 1K 48K views 1 year ago Which is the. AI because they never spec Point Defense. Neutons in large. They are meant to inflict heavy damage against enemy shields. . By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Having a high tier starbase, as best, will stop them from pushing into that system. Still need a minimum amount of Energy regardless, for the Hull damage. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. They make up for it by totally bypassing shields on top of their extremely high DPS and decent armour penetration. Each pair was moved to Star System with no populated planets, spaceports, miningscienceattleenergy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). PD starts with 10 Tracking and ends with 30. Scourge Swarm Strikers: on paper these look very powerful until you see their movement speed. Now I know about the Battleship / Kinetic Artillery and Plasma Cruiser Meta. g. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. 60 on CL) and they deal less damage (38average vs. . It's my default loadout for them, since in the early game it boosts fleet power enough that you can take on destroyers with a good sized swarm, and in the mid-game it's a useful loadout to deal with possible Grey Tempest. As for kinetic, you choose between slow and long, short and fast, or the lance's downsy cousin the kinetic. The Contingency use energy weapons that are ineffective against shields. Kinetic Artillery is the best Large kinetic weapon period. For cases where certain specific kinetic weapons are preferred, see Revolvers Are Just Better or Shotguns Are Just Better. A fleet full of Battleships, equipped with Giga Cannons and loaded to the gills with Kinetic Artillery, with as many high-tier shields as you can put on them, with Artillery computers and - if you. Only use armor on ships if you have a spare place due to energy reasons (talking early game). But how about the. 3, I've been running all Kinetic weapons heavy ships. I mean if you look at the missiles you know you can shoot them down whit point defense, energy. I haven't played in almost a year. Secondly, Starbases are way more cost effective than fleets in the early game. In Stellaris, range actually matters very little and everything becomes a brawl where dps, tracking and. The giga has 50% armor pen, and an extra 33% shield damage. The enigmatic decoders are really good on this ship as well. Reply reply Firedashredragon • Strike craft is game of speed, the closer they are the better they hurt, but the ratio between the range and the survivability of the carrier and very important the enemy range. R5: I tested several battleship designs against the Contingency. Our Result. 24 , 24. There are 5 designs that are "optimal". Shield Enhence repeatable tech ---> Engineering area. 5K subscribers Join Subscribe 2. I've been playing around with trade value and ecumenopolis a bit and I realize that producing energy via trade is much more convenient than doing it throught normal means: a generator district produces 8 base energy and employs 2 pops, while a basic commercial zone produces 10 trade value, 10 amenities and employs 5 people. Missiles have few strengths and many weaknesses. Content is available under Attribution-ShareAlike 3. AI because they never spec Point Defense. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. However, it looks like that at some point between then and now weapons were changed considerably. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I have the weird feelings that if I had pursued missile research instead of switching to kinetics, I would have easily won that war. Plasma throwers are good for that, but those are usually mid-game cruiser+ weapons. Be aware this is a work in progress. I stick to only energy and kinetic weapons, and don't even touch strike craft or missiles. The Contingency use energy weapons that are ineffective against shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. However, it looks like that at some point between then and now weapons were changed considerably. Here are our Stellaris tips to help you out. An empire can build Resource Silos buildings on colonies and Resource Silo buildings on starbases to expand their storage capacity. Likewise, in energy, because its so tiny, I'll always get a shield option pop up. Applying a force requires us to do work. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. But how about the. Difference is 8 trade value, which would be equivalent to 4 energy, 2 consumer goods if using CG policy. The only exception is when you’re countering something specific. gamefaqs_astrophys. Kinetic energy is not a vector. However, it looks like that at some point between then and now weapons were changed considerably. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For the record, in stellaris 2. Accuracy is the standard/max to-hit of a weapon. Lasers: a good early-game weapon before you get to the Proton Launcher, but goes obsolete once you reach that tech level. Kinetic energy is the energy an object has because of its motion. Kinetic weapons have a decent range (longer than lasers) and are fairly effective against shields, they shine with their high fire rate, and +33% shield damage (the base level at least) but are combated well by their weakness to physical armorProton/Neutron Launchers are more or less just an upgrade on Plasma, and once you get them you phase out plasma in favor of these superior weapons. Welp, those will be some very powerful, and expensive, defense platforms for that stage of the game. Which basically means you need kinetic weapons. . 5 inf. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. For standard battles, it’s tough to beat the reliability and versatility of the simple plasma accelerator, complete with high damage and low energy cost. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Thoughts on 3. SITUATIONAL SHIP TYPES Battleship Lightning - Full Arc Emitter and Cloud Lightning - Mostly used for beating Fallen Empires. they must be pretty good. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. 9] This mod aims to increase the individuality of empires while maintaining the highest possible level of compatibility with other mods and without changing how weapons work. For an overall practical design I fit Corvettes with one Energy mount and two kinetics. Myself i generally just make my fleets balanced, with kinetic and energy weapons, favoring kinetic for large guns, energy for xl size and balanced medium and small, but for min maxing you could check the loadout of your upcoming enemy and building to counter them if they favor shields or armor. Directly opposite :) Energy weapon are main and kinetic only situational early-game + anti-shield role (kinetic artillery & Flaks). JVendin • 6 yr. . In the early game? I just messed up my Inward Perfection Ironman game because I upgraded my missile fleet to Autocannons. Vice versa for armor - still 200 per volley, and against hull you do 225 damage per volley, which is better than the blank weapons. It is easier for weapons to ignore, but also easier to bulk up. This page was last edited on 14 October 2017, at 10:53. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. In the original release version of the game I reliably went with energy weapons and was happy with the results. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. I've read that missiles are the 'OP' way to go from the start vs. I suspect that they are just terrible equipped on smaller ships but work well in mass on installed on larger ships. Mix these two in a ratio that matches enemy missiles. I like energy weapons because of the lightshow. Even against level 1 and two starports mass drivers are slightly better, but it is a much narrower gap. However, it looks like that at some point between then and now weapons were changed considerably. So if you have Blue Lasers (tier 2 energy weapons) you’re probably better off with those (and hopefully a kinetic railgun to help with shields) than you would be with nuclear missiles (tier 1 explosive weapons). My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. In Stellaris, one can benefit from this for quicker achievement of the following:. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetics. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher. Pure energy is not ideal so I'll run approx. The energy of a body or a system with respect to the motion of the body or of the particles in the system. In my 22 hours I've only. Since the ship tipe have been change i always had this idea in my mind, that the kinetic weapons should have a malus damage on armor like energy weapons have it on shield. I use plasma on my corvette swarms. tech_kinetic_artillery_1: Kinetic Battery: tech_kinetic_artillery_2: Kinetic Artillery. Against shields, the kinetic gun does 150 damge, and the energy gun does 50, so the full volley does 200 damage. Which is the better weapon to place in our large slots? Should we use neutron launchers? how about cloud lightning? Is the secret really to use kinetic artil. First thing to mention IMO is that the breakeven point for conventional vs bypass, if you assume even energy/kinetic repeatables (though not actually the case in practice as we both know since engineering always lags behind), is actually (mostly) about the target’s defensive repeatables, not your own weapons repeatables. Titans are commonly artillery ships, so they have an energy+kinetic combo that works well with artillery battleships, but artillery ships suffer from minimal range and get rekt by torpedos. . In my 22 hours I've only. 1 (played yesterday) funnily enough i had much better results with full on kinetic than arc emitters and empty, arc amitters and lightning and arc emitters and pd+hangar, despite heavily researching energy weapon repeatables and no kinetic ones, than with focused arc emitters. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 2 days faster than the Arc. I haven't played in almost a year. View this video if you want to learn which weapons are best to use in the. Railguns: same deal as lasers, these go obsolete once you get to the kinetic artillery tech line. 1 Comments. There is a way to use them effectively still, but it's a little complicated and requires mixing energy torpedo cruisers with kinetic. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. AI because they never spec Point Defense. 57s for the shield and 0. However, it looks like that at some point between then and now weapons were changed considerably. an explosive vs. Once you get like 4 of each in a fleet, barely anything beats it. . My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Kinetic weapons (Gauss Cannons) are good against. But that is only even taking into account the enemy damage types. It doesn't make sense to me. armour and kinetic weapons will get enough tier 3 technologies to get to tier 4. However, I wanted to. Honestly, I don't even bother with mass drivers at all. #3. 13. Legacy Wikis. TTundri • 6 mo. first damage out put and stack research for energy/ kinetic damage. first damage out put and stack research for energy/ kinetic damage. I've read that missiles are the 'OP' way to go from the start vs. It’ll also make your Kinetic and Explosive weapons more powerful, which is paramount for protecting your trade routes and territory from pirates or enemy empires. . /rival bonus. My first game I went with Kinetic weapons and am now about 22 hours into the campaign and up to Railguns IV. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Because i tink that the kinetic wepons right now give an advantage in combat. 54, 29. Fixes to mass missiles being bad. Stellaris Wiki Active Wikis. Penetration is an important part of the metagame, especially around the T2 tech level, but it's an RPS balancing act like kinetic vs energy and PD vs missiles. Engineering has many strategic resources. Kinetic weapons (Gauss Cannons) are good against. What are the broad pros/cons between using a regular weapon (energy/kinetic) vs. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. . I haven't played in almost a year. Oh, and also because that's where my mind goes as a reader of the Honor Harrington series. I like shields in sci-fi, because I dunno, they seem cool and they - to me - logically make sense as your primary form of defense, because you don't really want gaping holes blown in your spaceship on a regular basis. ːmortisː To the matter at hand, what are the best damage dealing weapons ːmagazineːagainst awakened empires and the various crysis. In Stellaris, Kinetic weapons are made to take out enemy shields. Energy weapons are better at defeating shields and or armor, but they have lower overall DPS for the most part than kinetic weapons (not talking about tachyon. The focused arc has 100% armor pen and 100% shield pen. After work has been done, energy has been transferred to the object, and the object will be moving with a new constant speed. This is what I have taken away from the information. Its DPS is 4. Signature Weapons [3. Incorporating secondary weapons such as lasers or autocannons can. Stellaris Real-time strategy Strategy video game Gaming. 10% for the outcome, plus the luck to even find that anomaly, and the very slim chances to get it that early. Secondly, Starbases are way more cost effective than fleets in the early game. I haven't played in almost a year. Best. Since lasers are a bit on the Elvish side of things, I thought I'll try to avoid them and play only with kinetic weapons and missiles/torpedoes. BusterHighmann. Penetration doesn't "cover all bases" in a multiplayer context - penetrating weapons are countered by hardening components, which can be added to most builds at little opportunity cost. Kinetics tend to have worse accuracy than the equivalent Laser weapon. Another design that is effective against regular AI uses the arc emitter X slot and two bomber wings. Shields stop energy weapons, armor stops projectiles, point defense stops missiles. I also have no use for the energy repeatables because I'm going trade federation and getting my energy from trade instead of an energy planet. The AI rarely favours shields over armour and vice versa so a mixed loadout tends to work. When do you use what weapon? For. Flak does less damage per shot, in contrast, but is. Late-game, weapons that ignore shields and armor are great, but early on they aren't as important. Each pair was moved to Star System with no populated planets, spaceports, mining\science\battle\energy stations (because after "attackallfleet" command they will participate in battle - we don`t need this). Costs 480 Engineering, Requires Mineral Processing. ) are good against armor but bad against shields. In addition, when the Galactic. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. Money (or in the case of Stellaris, Energy) is the blood flowing through the veins of your galactic empire. I've read that missiles are the 'OP' way to go from the start vs. the Kinetic X slot weapons have a cooldown of 11 days while the other Energy X weapons have a cooldown like 0. 13. So a tennis ball thrown to the right with a velocity of 5 m/s, has the exact same kinetic energy as a tennis ball thrown down with a velocity of 5 m/s. It usually isn't ignored by weapons. Autocannon is better versus smaller ships, since it has higher accuracy, and higher tracking. However, it looks like that at some point between then and now weapons were changed considerably. AI because they never spec Point Defense. Another key point to note: Energy torpedoes CANNOT be shot down by PD. Now yes, it's Stellaris and we can just say "new meta - XL battleships with Carrier core and line computer ftw" and yes you can even design an artillery battleship that isn't awful (as long as you don't mix kinetic weapons with plasma due to the range differences) but when the best way to use a titan (which can't have a line computer). Corvettes make up the backbone for much of the game and 2x Kinetic + 1x Laser or vice versa works pretty well. In Stellaris, Kinetic weapons are. The only time I took on a xenophobe awakened (before utopia) was with a combined fleet including: my fleet, the federation fleet,my allies and my vassals which amounted to roughly 620k against their 780k fleet. Edit: apparently not I don't think it's a great advantage, but I guess if you want to sacrifice a bit of destructive power for more defensibility, it's goodI haven't played in almost a year. I've read that missiles are the 'OP' way to go from the start vs. This lets me focus my tech research on the types of weapons I'm actually using. I've read that missiles are the 'OP' way to go from the start vs. Unless you have the pops to work the jobs a building or district produces, it's worse than useless.